CS Challenger: Gamifying the Learning of Computer Science Concepts through a Mobile Application Platform

G. Iyawa, Wanano Masikara, J. Osakwe, Collins O Oduor
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引用次数: 3

Abstract

There is a huge dropout rate among Computer Science students at the University of Namibia (UNAM). This can be attributed to the lack of engaging methods for learning both basic and advanced computational concepts. Despite gamification concepts in learning discussed in the literature, no study addresses the modules with very high failure rates among Computer Science students at UNAM using the concept of gamification. The purpose of this paper was to present the design, development, and evaluation of CS Challenger. CS Challenger is a mobile application which was developed to motivate students through interactive gaming techniques to facilitate rewards and rankings. For the first time in the Namibian context, a contextualised mobile app was developed to gamify the concepts of five modules offered to Computer Science students at UNAM. The results from the evaluation suggest that CS Challenger provides a motivating environment in which students can quickly grasp the concept of a subject. The findings of the study are expected to inform managers in education in Namibia on alternative means of providing gamified learning content to students.
CS挑战者:通过移动应用平台将计算机科学概念的学习游戏化
纳米比亚大学(UNAM)计算机科学专业的学生辍学率很高。这可以归因于缺乏学习基本和高级计算概念的引人入胜的方法。尽管在文献中讨论了学习中的游戏化概念,但没有研究使用游戏化概念解决了UNAM计算机科学学生中失败率很高的模块。本文的目的是介绍CS挑战者的设计、开发和评估。CS挑战者是一款移动应用程序,旨在通过互动游戏技术激励学生,以促进奖励和排名。在纳米比亚的背景下,首次开发了一个情境化的移动应用程序,将提供给墨西哥国立自治大学计算机科学专业学生的五个模块的概念游戏化。评估结果表明,CS挑战者提供了一个激励的环境,学生可以快速掌握一个主题的概念。这项研究的结果有望为纳米比亚的教育管理人员提供向学生提供游戏化学习内容的替代方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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